зеркало из https://github.com/AvaloniaUI/angle.git
5f092f8b51
This CL allows applications to use glProgramBinary. Normally this is a problem because we need program source in order to recreate shaders in use during mid-execution capture. Use of program binaries means an app can start and render frames without having submitted source for that run. To support this, we will embed program source into ANGLE's binary format. This will allow us to extract it when the app submits the binary. We will only embed this when capture is enabled to prevent increased binary size in the common case. Since this changes ANGLE's binary format, apps will recreate binaries when capture is enabled. Additionally, we can't allow captures to have glProgramBinary calls in the middle of captured frame ranges, so intercept those calls and replace with a full linking sequence. Changes include: - Add new frontend feauture enableProgramBinaryForCapture that allows OES_get_program_binary during capture. - Update ANGLE's binary format to include program source when capture is enabled. - Update maybeOverrideEntryPoint to handle multiple new calls instead of a single call. - Override calls to glProgramBinary that occur mid-capture to instead emit a full GenerateLinkedProgram sequence. - Add checks for created/attached shaders during FrameCapture since they won't be available for programs populated by the app using glProgramBinary. Test: Fortnite MEC Bug: b/180418810 Bug: angleproject:5658 Change-Id: Ib2a0e9e434d3ee0f384d128c48b2a7d4834f5b0f Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3105390 Commit-Queue: Cody Northrop <cnorthrop@google.com> Reviewed-by: Tim Van Patten <timvp@google.com> Reviewed-by: Jamie Madill <jmadill@chromium.org> |
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CL | ||
EGL | ||
GLES | ||
GLES2 | ||
GLES3 | ||
GLSLANG | ||
KHR | ||
WGL | ||
platform | ||
vulkan | ||
angle_cl.h | ||
angle_gl.h | ||
angle_windowsstore.h | ||
export.h |